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Army List Posting/Review Thread Goto Page: [] [<<] [<] 1 2 3 ... 11 12 13 14 15 16 ... 70 71 72 73 [>] [>>] [»|]

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Schatten-Meuchelmorder

PostPosted: Sat Aug 11, 2007 12:09 pm


Scouts aren't elites for Blood Angels. EVER. Really annoying. I live with Shadow of Deception. He gets powned by my Tau on a weekly basis, but I always lose at least all my troops and some elites.
PostPosted: Mon Aug 13, 2007 12:38 pm


The Laughing God
Scouts aren't elites for Blood Angels. EVER. Really annoying. I live with Shadow of Deception. He gets powned by my Tau on a weekly basis, but I always lose at least all my troops and some elites.


Just double checked it. In the new codex released in White Dwarf, and now available as a PDF on the GW website, Scouts are elites, look at page 21.

Are you using the marine codex and the old BA Faq they had out before the new codex?

King Kento


Schatten-Meuchelmorder

PostPosted: Fri Aug 17, 2007 2:52 pm


Yeah he is, but his scouts aren't BA scouts just normal Space marine scouts. Thus making them a troop choice.
PostPosted: Fri Aug 17, 2007 4:13 pm


Quote:
Senior officer-bolt pistol, power fist, carapace armor, refraction field, medallion crimson.-----111
Veteran-medic-----11
Veteran-Standard bearer-----11
Guardsmen-Meltagun-----10
Hardened Fighters-----15
Powerfist is fine. Bolt Pistol is fine (Either that or Laspistol for same cost), Carapace armor is a maybe, Medallion Crimson isn't really that good (If insta-kill wounds are going on your officer, odds are it's more then one already). Drop him down to a Junior Officer and give him the Honorrific (Saves 5pts).

If you drop the Carapace and do the Junior, you already saved 10pts.

Total Saved: 10pts

Quote:
Platoon HQ
Junior officer-bolt pistol, power weapon-----46
Veteran-medic-----11
Guardsman-Meltagun-----10
Guardsman-flamer-----6
Sharpshooters & Hardened Fighters-----25
You have a single pistol, a single Melta, and a Flame-Template Weapon. Drop Sharpshooters. Save 10pts. As you're using all assault weapons, I take it this squads role is to rush toward the enemy?

Total Saved: 20pts

Quote:
Squad 1
Sergeant-Las pistol, close combat weapon-----0
9 guardsmen-1 meltagun, 1 missile launcher crew-----25
Sharpshooters & Hardened Fighters-----25

Squad 2
Sergeant-Las pistol, close combat weapon-----0
9 guardsmen-1 meltagun, 1 missile launcher crew-----25
Sharpshooters & Hardened Fighters-----25

Either drop Hardened Fighters, or Sharpshooters. If you intend to be in a Chimera the whole time until disembarking to fire, drop the Missile Launcher and Sharpshooters (Missile would never get a chance to fire, Sharpshooters would only be used once before you'd be charged). If you intend to remain outside the Chimera's, and hold the riders inside back for fire support, drop (Or say the Melta is a Lasgun) the Melta's, and drop Hardened Vets. If using the Fire-Support role, this saves you 25pts per squad. If rushing foward, 25 too. That's 50 total saved for the platoon to be spent elsewhere.

Total Saved: 70

Quote:
Veteran Storm Trooper Sergeant-Las pistol, power weapon-----21
9 storm troopers-2 flamers-----102

Veteran Storm Trooper Sergeant-Las pistol, power weapon-----21
9 storm troopers-2 flamers-----102

Veteran Storm Trooper Sergeant-Las pistol, power weapon-----21
9 storm troopers-2 meltaguns-----110


Fine, though keeping the Vet with his standard Hell Pistol may be better.

Quote:
Fast Attack

3 Sentinels-3 autocannons-----150

3 Sentinels-3 autocannons-----150


Split it into 3 squads of 2. More durability. Also, what it their role? If anti-tank, upgrade to Lascannon (Opponnents tend not to mind as long as the guns look similar). Sure, it's 30 more points, but dropped Sharpshooters already free's the points. If Anti-Infantry, go for the two-more shot Multi-Lasers. 24 shots a turn at S6 is better then 12 at S7 for guard. Plus, if made into multi's, you save 30pts!

Total Saved: 40 / 100

Quote:
Leman Russ Battle Tank-Hull mounted Heavy Bolter, Heavy bolter sponsons, and smoke launcher-----158
Congrads on making your Russ the right way, well, almost. Smoke Launchers are near worthless (If activated, you can't fire that turn), but they are worth keeping in the off chance you become stunned. If you can, add a Pintle-Mounted Heavy Stubber. Why? If someone blows off the main turret, you still have 12 shots at a 36" range, 9 of which at S5.

Total Saved: 28 / 88

Quote:
Transports

7 Chimeras-Heavy bolter turret, hull mounted heavy flamer, smoke launchers-----616
If you can, replace the Heavy Bolter turrets with Multi-Lasers, and the Hull with Heavy Bolters. That way, you get 7 shots each at a range. Same cost, too. If not, ask your opponnent, they usually don't mind (They tend to think Guard = Easy Win).

No matter what, you'll have enough Spare Points to, if you are taking Stationary Basic Troops, give Heavy Stubbers to your Basic Platoon Chimera's. 8 Lasgun, 1 Missile, 3 Heavy Stubber, 4 Multi Laser, and 3 Heavy Bolter shots each platoon.

Either way, you have some points Spared. While not really useful here, if you buy a new squad, the spare points could let you shine it up some.

Drachyench


King Kento

PostPosted: Fri Aug 17, 2007 5:27 pm


The Laughing God
Yeah he is, but his scouts aren't BA scouts just normal Space marine scouts. Thus making them a troop choice.


Then just say hes using the old marine rules and a faq. If using an old list its probabaly a good idea to make a not of it if you want a review of it.
PostPosted: Fri Sep 07, 2007 6:12 am


Here's an even 1500 point guard list I have going. I tried to design it to be balanced and fight any opponent moderatly well.



HQ


Command Platoon
Command Squad - 136pts
Senior officer - Plasma Pistol, Pwr weapon, frag G.
Commisar - Laz pistol, Pwr weapon. Frag G.
Veteran W/ company standard
2 Guardsmen w/lazguns
1 Guardsman w/G. Launcher

Anti-Tank Squad - 110pts
3 lazcannons


Troops


Infantry Platoon
Command Section - 65pts
J. Officer w/iron disilpline.
2 gurdsmen w/lazguns
2 Guardsmen w/meltaguns

Infantry Squad - 70pts
9 guardsmen w/lazguns
1 guardsman w/plasma rifle

Infantry Squad - 68pts
9 guardsmen w/lazguns
1 guardsman w/G. Launcher

Infantry Squad - 68pts
9 guardsmen w/lazguns
1 guardsman w/G. Launcher


Armored Fist Squad - 154pts (including Chimera)
9 guardsmen w/lazguns
1 guardsman w/flamer
Chimera W/Multi-laser, S. Launcher, Extra Armor


Elites


Hardened Veterans - 170 pts (including Chimera)
Vet Sarge. w/Laz pistol, CC weapon
2 Veteran w/Lazguns
2 Veterans w/melta guns
Chimera w/multi-laser, hull Hvy. bolter, Hvy Stubber, extra Armor, S. Launchers

Stormtroopers - 97pts
1 Sarge w/hell pistol, Frag + krack G., CC weapon
4 Stormtroopers w/Hellgun, targeter, Frag + Krack
2 Stormtroopers w/Plasma Guns, Frag + krack
Squad has Infiltrate ability.

Stormtroopers - 97pts
1 Sarge w/hell pistol, Frag + krack G., CC weapon
4 Stormtroopers w/Hellgun, targeter, Frag + Krack
2 Stormtroopers w/Plasma Guns, Frag + krack
Squad has Infiltrate ability.


Fast Attack


Hell Hound - 132pts
Inferno Cannon (duh)
Hull Hvybolter
Extra armor, Rough Terrain Mod.

Heavy Support


Lemun Russ MBT - 170tps
Battle Cannon, Laz cannon, Hvy Bolter Sponsons
Extra Armor

Lemun Russ MBT - 170tps
Battle Cannon, Laz cannon, Hvy Bolter Sponsons
Extra Armor



And there you have it. I expect to play it out with the tanks doing most of the dirty work, while the infantry follow up from behind and cleanup any thing that remains. Normally I use guarsmen to just sit back and shoot with heavy weapons, but I wanted to try and use them in a more "mobile" way, but without having to load them all up in tanks.

Nuclearwinter


wash_away

PostPosted: Sat Sep 15, 2007 11:44 pm


now my list is made and I'm using it in a tournament on the 22nd of september (next saturday) I would like tips on useing vindicators and things.

this is every space marine model I have in my possesion. and I just payed around 200 for 2 resin vidicators, and 88.11 for 3 and 3/4 oop speeder tornados. (I love them heart ) so I dont really have the money to up and buy a squad of guys to fill in the space. 2k points.



my BT army list

emperors champion (attached to squad 1)
-accept any challenge no matter the cost
----------------
Marshal
-lightning claw
-combi-melta
-iorn halo
-frag+krak
-auspex
----------------
CMD squad (attached the the marshal)
-bolters
-meltagun x2
apothicary
-storm bolter
Seargent
-Terminator honours, combi-melta, power weapon
infiltration (marshal included in points)
----------------
vindicatorx2
-Ex armour
----------------
squad 1 (champion attached)
9 marines
-chainsword pistol
-melta gun
-power fist
-crusader seals
-Drop pod 1
----------------
squad 2
9 marines
-chainsword pistol
-melta gun
-power fist
-crusader seals
drop pod 2
----------------
squad 3
-same
----------------
squad 4
-same
----------------
squad 5
8 marines
-chainsword pistol
-powerfist
-drop pod 5
----------------
land speeder Tornado x2
PostPosted: Sun Sep 16, 2007 7:47 pm


Nobody'll respond to your list, I didn't get a single reply for mine. For a sticky, this topic is dead.

Nuclearwinter


King Kento

PostPosted: Mon Sep 17, 2007 12:10 pm


Not necessarily. I check regularly. I just mostly check for errors, such as whoever i was replying to that wrote their scouts up as troops for their BA army.
PostPosted: Wed Sep 19, 2007 4:54 pm


1000pt tyranid army list, any suggestions?
Army list

HQ
Brood lord
Retinue 8 genestealers
198 pts

Elites
Warrior brood
3 warriors
Scything talons
Barbed strangler
Leaping
Extended carapace
81 pts

Warrior brood
6 warriors
Scything talons
108

lictor 80
80pts

Troops
Termagant brood
16 gaunts
Without number
Flesh borers
128 pts

Homargaunt brood
16 gaunts
Toxic sacs
Adrenal glands(1+WS)
208 pts

Heavy support
Super carnifex
Adrenal glands (1+I)
Bonded exoskeleton
Reinforced chitin
Thorn back
Toxic sacs
Tusked
Scything talons
Crushing claws
190 pts

993 Pts

drigler


DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200
PostPosted: Wed Sep 19, 2007 5:14 pm


I'd split both of your Gaunt squads in two; you'd have 4 squads of 8, instead of 2 squads of 16. This helps in a couple ways; you'll have more freedom of movement, your Without Number will come into play more often, you couldn't lose as many from a squad to heavy enemy fire, you'd have more scoring units...
PostPosted: Wed Sep 19, 2007 5:35 pm


I got a question that I'd like your opinions on. I run generally a troop-heavy necron army, traditionally about 40-50 warriors. Anyhow, say I have 40 warriors, do you think I should split them into 4 squads of ten or 2 of twenty? I usually run 4 of ten, but still group them close so I can still have a strong main body of the army but have more flexibility. Your thoughts?

[.Psycho.Doughboy.]


Luminatus

PostPosted: Fri Sep 28, 2007 7:16 am


Alright, this is a list I have made up for a small campaing my friends and I are running. It's a 400 pts combat patrol and 1700 pts "Master Roster."

[NOTE]: I would be fielding a third tacticle squad but the day I bought a ten marine box it dissapeared on me. cry

Dark Angels, Disples of Caliban 3rd Company

Combat Patrol
Tactical Squad
5 men, Razrback Transport with Extra Armour, Flamer, Power Weapon
-180 pts
Devestator Squad
5 men, Heavy bolterx2
-120pts
Landspeeder
Heavy Bolter, Assault Cannon
-100pts

Main Roster
HQ
Interrogator-Chaplain
Terminator armour
-140pts

Commander
Power Weapon
-115pts

ELITES
Deathwing Terminators
Assault Cannon
-245pts

Dreadnought
Venerable, DCCW, Assault Cannon
-145pts

TROOPS
Tacticle Squad
10 men, Power weapon, Plasmagun
-195pts

Tacticle Squad
10 men, Power Fist, Meltagun, Rhino Transport with Extra Armour
-250pts

FAST ATTACK
Assault Squad
10 men, Power Fist
-260pts

HEAVY SUPPORT
Preditor Tank
Autocannon, Heavy Bolter Side Sponsons
-95 pts

Devestator Squad
10 men, Missile Launcher x2, Plasma Cannon x2
-255pts
PostPosted: Fri Sep 28, 2007 7:34 am


wash_away

Marshal
-lightning claw
-combi-melta
-iorn halo
-frag+krak
-auspex

Looks alright, I'd drop the Krak if he doesn't come with it, it's virtually useless. The Auspex isn't really that useful either. If you have extra points left over buy bionics.
----------------
wash_away

CMD squad (attached the the marshal)
-bolters
-meltagun x2
apothicary
-storm bolter
Seargent
-Terminator honours, combi-melta, power weapon
infiltration (marshal included in points)

Ok, how many are in the squad? You might want to drop one or two of the special things. Just be wary of the specialized portion of the squad getting too big, because then it will become the main target for most of you opponents firing.
----------------
wash_away

vindicatorx2
-Ex armour

These are good. they can always shoot no matter what. On the other hand POtMS might be better, I don't know the difference in cost but it would allow you to move closer if you are still out of range.
----------------
wash_away

squad 1 (champion attached) 9 marines
-chainsword pistol
-melta gun
-power fist
-crusader seals
-Drop pod 1
----------------
squad 2
9 marines
-chainsword pistol
-melta gun
-power fist
-crusader seals
drop pod 2
----------------
squad 3
-same
----------------
squad 4
-same
----------------
squad 5
8 marines
-chainsword pistol
-powerfist
-drop pod 5

This is good, the drop ods assure for a safe landing anywhere on the field. Just make sure they are on the field. The downside to this is the chance of not getting any of your army to come in at all.
----------------
wash_away

land speeder Tornado x2

Can't go wrong with these. Waht do they have for a secondary Weapon? HB or MM?

Luminatus


DarkElf27
Captain

Familiar Guildsman

11,250 Points
  • Guildmember 100
  • Perfect Attendance 400
  • Elocutionist 200
PostPosted: Wed Oct 03, 2007 12:16 am


***HQ***


*Command Squad*
Heroic Senior Officer
-Carapace Armor
-Laspistol
-Power Sword
-Trademark Item (cape)
---90
Commissar
-Carapace Armor
-Power fist
-Laspistol
---65
Sanctioned Psyker
-Carapace Armor
-Laspistol
-CCW
---18
Medic
-Carapace Armor
-CCW
-Laspistol
---16
Standard Bearer
-Carapace Armor
-CCW
-Laspistol
---16
Veteran
-Carapace Armor
-CCW
-Laspistol
Guardsman
-Voxcaster
-CCW
-Laspistol
---5
------222

*Fire Support Squad*
3x Autocannon Teams
------95


***ELITES***


*Hardened Veterans*
Veteran Sergeant
-Honorifica Imperialis
-Bolt Pistol
-Power Weapon
-Carapace Armor
---48
3x Veteran with Grenade Launcher
-Grenade Launcher
---48
Heavy Weapon Team
-Heavy Bolter
-2x Veteran
-2x Shotguns
---26
Veteran with Vox
-shotgun
-Voxcaster
---13
Chimera
-Multilaser
-Hull-mounted Heavy Flamer
---85
------220


***TROOPS***

*Command Squad*
Junior Officer
-Plasma Pistol
-CCW
---50
3x Guardsmen
-3x Plasma Guns
---30
Medic
-Lasgun
---11
------91

*Command Squad*
Junior Officer
-Laspistol
-Power Fist
---60
4x Guardsmen
-4x Melta Guns
---40
------100

*Infantry Squad*
Veteran Sergeant
-CCW
-Bolt Pistol
---7
x10 Guardsmen
-x9 Lasguns
-Grenade Launcher
-Voxcaster
---73
------80

*Infantry Squad*
Veteran Sergeant
-CCW
-Laspistol
---6
x10 Guardsmen
-x9 Lasguns
-Flamer
-Voxcaster
---71
------77

*Infantry Squad*
Veteran Sergeant
-CCW
-Laspistol
---6
x10 Guardsmen
-x9 Lasguns
-Flamer
-Voxcaster
---71
------77

*Infantry Squad*
Veteran Sergeant
-CCW
-Plasma Pistol
---16
x10 Guardsmen
-x9 Lasguns
-Grenade Launcher
-Voxcaster
-Missile Launcher
---88
------104


***FAST ATTACK***


*Sentinel Squadron*
Sentinel
-Multilaser
------45

*Sentinel Squadron*
Sentinel
-Multilaser
-Hunter-Killer Missile
------55


***HEAVY SUPPORT***


*Leman Russ Battle Tank*
Leman Russ Battle Tank
-Heavy Bolter Sponsons
-Hull-mounted Lascannon
-Pintle-mounted Heavy Stubber
------177

*Basalisk*
Basalisk
-Pintle-mounted storm bolter
-Armored Compartment
-Smoke launchers
------133


***TOTAL POINTS: 1476***
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